Topic: Tiled Graphic problem

A more compact way of providing graphics is to use tiles.
in it's simplest form, make a couple of tiles and call them from an array...

myMap = [ [1,1,1,1,1,1,1,1,1,1,1,1,1,1,1],
          [1,1,1,1,1,1,1,1,1,1,1,1,1,1,1] ];

would call out black & white 16x16 tiles given the following algo:

tileW = 16;
tileH = 16;

function buildMap (map) {
    var mapWidth = map[0].length;
    var mapHeight = map.length;
    for (var i = 0; i<mapHeight; ++i) {
        for (var j = 0; j<mapWidth; ++j) {
            this.attachMovie("tile", "t_"+i+"_"+j, ++d);
            this["t_"+i+"_"+j]._x = (j*tileW);
            this["t_"+i+"_"+j]._y = (i*tileH);

buildMap (myMap);

I can get this to run using the same settings I use to test a piece of code for Chumby on my local machine (320 x 240, Flash 5 or 6)...
but I can not for the life of me get this to run on the virtual Chumby...
Is there a reason for this that I'm missing? (I'm more of a hardware guy so this is quite likely...)


Re: Tiled Graphic problem

It appears you have some frames and symbols, can you describe them for us (or post a fla)

Re: Tiled Graphic problem

I got it running.
It was a color thing.  The Chumby screen is Black by default, and that is what I was filling empty boxxes with... so a black on black never displayed...

stupid, huh?  smile

Tiling a library object works.